Adds landmines, objects that can be deployed and will trigger a certain effect when someone walks over them.

Can only be "disarmed" via destroying it, by bullets, explosion and etc.

Sprites made by thegreatjorge.
This commit is contained in:
Alberyk
2017-12-04 18:45:31 -06:00
committed by Lohikar
parent 7fab6faf22
commit 2c38136173
6 changed files with 168 additions and 103 deletions
+1 -1
View File
@@ -668,7 +668,6 @@
#include "code\game\objects\effects\glowshroom.dm"
#include "code\game\objects\effects\landmarks.dm"
#include "code\game\objects\effects\manifest.dm"
#include "code\game\objects\effects\mines.dm"
#include "code\game\objects\effects\misc.dm"
#include "code\game\objects\effects\overlays.dm"
#include "code\game\objects\effects\portals.dm"
@@ -774,6 +773,7 @@
#include "code\game\objects\items\weapons\gift_wrappaper.dm"
#include "code\game\objects\items\weapons\handcuffs.dm"
#include "code\game\objects\items\weapons\improvised_components.dm"
#include "code\game\objects\items\weapons\landmines.dm"
#include "code\game\objects\items\weapons\manuals.dm"
#include "code\game\objects\items\weapons\mop.dm"
#include "code\game\objects\items\weapons\paint.dm"
@@ -38,7 +38,7 @@
name = "Kneebreaker Hammer"
item_cost = 10
path = /obj/item/weapon/melee/hammer
/datum/uplink_item/item/visible_weapons/revolver
name = "Revolver"
item_cost = 12
@@ -49,6 +49,21 @@
item_cost = 14
path = /obj/item/weapon/gun/projectile/automatic/tommygun
/datum/uplink_item/item/visible_weapons/landmine
name = "Land Mine"
item_cost = 5
path = /obj/item/weapon/landmine
/datum/uplink_item/item/visible_weapons/emplandmine
name = "EMP Land Mine"
item_cost = 4
path = /obj/item/weapon/landmine/emp
/datum/uplink_item/item/visible_weapons/sleepylandmine
name = "N2O Land Mine"
item_cost = 7
path = /obj/item/weapon/landmine/n2o
/datum/uplink_item/item/visible_weapons/heavysniper
name = "Anti-materiel Rifle"
item_cost = DEFAULT_TELECRYSTAL_AMOUNT
-101
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@@ -1,101 +0,0 @@
/obj/effect/mine
name = "Mine"
desc = "I Better stay away from that thing."
density = 1
anchored = 1
layer = 3
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/triggerproc = "explode" //name of the proc thats called when the mine is triggered
var/triggered = 0
/obj/effect/mine/New()
icon_state = "uglyminearmed"
/obj/effect/mine/Crossed(AM as mob|obj)
Bumped(AM)
/obj/effect/mine/Bumped(mob/M as mob|obj)
if(triggered) return
if(istype(M, /mob/living/carbon/human))
for(var/mob/O in viewers(world.view, src.loc))
O << "<font color='red'>[M] triggered the \icon[src] [src]</font>"
triggered = 1
call(src,triggerproc)(M)
/obj/effect/mine/proc/triggerrad(var/mob/living/M)
spark(src, 3, alldirs)
if (istype(M))
M.apply_radiation(50)
spawn(0)
qdel(src)
/obj/effect/mine/proc/triggerstun(obj)
if(ismob(obj))
var/mob/M = obj
M.Stun(30)
spark(src, 3, alldirs)
spawn(0)
qdel(src)
/obj/effect/mine/proc/triggern2o(obj)
//example: n2o triggerproc
//note: im lazy
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
target.assume_gas("sleeping_agent", 30)
spawn(0)
qdel(src)
/obj/effect/mine/proc/triggerphoron(obj)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
target.assume_gas("phoron", 30)
target.hotspot_expose(1000, CELL_VOLUME)
spawn(0)
qdel(src)
/obj/effect/mine/proc/triggerkick(var/mob/M)
spark(src, 3, alldirs)
if (istype(M))
qdel(M.client)
spawn(0)
qdel(src)
/obj/effect/mine/proc/explode(obj)
explosion(loc, 0, 1, 2, 3)
spawn(0)
qdel(src)
/obj/effect/mine/dnascramble
name = "Radiation Mine"
icon_state = "uglymine"
triggerproc = "triggerrad"
/obj/effect/mine/phoron
name = "Phoron Mine"
icon_state = "uglymine"
triggerproc = "triggerphoron"
/obj/effect/mine/kick
name = "Kick Mine"
icon_state = "uglymine"
triggerproc = "triggerkick"
/obj/effect/mine/n2o
name = "N2O Mine"
icon_state = "uglymine"
triggerproc = "triggern2o"
/obj/effect/mine/stun
name = "Stun Mine"
icon_state = "uglymine"
triggerproc = "triggerstun"
@@ -0,0 +1,147 @@
/obj/item/weapon/landmine
name = "land mine"
desc = "An anti-personnel explosive device used for area denial."
icon = 'icons/obj/grenade.dmi'
icon_state = "landmine"
throwforce = 0
w_class = 3
var/deployed = 0
/obj/item/weapon/landmine/update_icon()
..()
if(!deployed)
icon_state = "[icon_state]"
else
icon_state = "[icon_state]_on"
/obj/item/weapon/landmine/verb/hide_under()
set src in oview(1)
set name = "Hide"
set category = "Object"
if(use_check(user, USE_DISALLOW_SILICONS))
return
layer = TURF_LAYER+0.2
usr << "<span class='notice'>You hide \the [src].</span>"
/obj/item/weapon/landmine/attack_self(mob/user as mob)
..()
if(!deployed && !use_check(user, USE_DISALLOW_SILICONS))
user.visible_message(
"<span class='danger'>[user] starts to deploy \the [src].</span>",
"<span class='danger'>You begin deploying \the [src]!</span>"
)
if (do_after(user, 60))
user.visible_message(
"<span class='danger'>[user] has deployed \the [src].</span>",
"<span class='danger'>You have deployed \the [src]!</span>"
)
deployed = 1
user.drop_from_inventory(src)
update_icon()
anchored = 1
/obj/item/weapon/landmine/proc/trigger(mob/living/L)
spark(src, 3, alldirs)
if(ishuman(L))
L.Weaken(2)
explosion(loc, 0, 1, 2, 3)
qdel(src)
/obj/item/weapon/landmine/Crossed(AM as mob|obj)
if(deployed && isliving(AM))
var/mob/living/L = AM
if(L.mob_size >= 5)
L.visible_message(
"<span class='danger'>[L] steps on \the [src].</span>",
"<span class='danger'>You step on \the [src]!</span>",
"<span class='danger'>You hear a mechanical click!</span>"
)
trigger(L)
..()
/obj/item/weapon/landmine/attack_hand(mob/user as mob)
if(deployed && !use_check(user, USE_DISALLOW_SILICONS))
user.visible_message(
"<span class='danger'>[user] triggers \the [src].</span>",
"<span class='danger'>You trigger \the [src]!</span>",
"<span class='danger'>You hear a mechanical click!</span>"
)
trigger(user)
else
..()
/obj/item/weapon/landmine/attackby(var/obj/item/I, var/mob/user)
..()
if(I.force > 10 && deployed)
trigger(user)
/obj/item/weapon/landmine/bullet_act()
if(deployed)
trigger()
/obj/item/weapon/landmine/ex_act()
if(deployed)
trigger()
//landmines that do more than explode
/obj/item/weapon/landmine/frag
name = "fragmentation land mine"
var/num_fragments = 15
var/fragment_damage = 10
var/damage_step = 2
var/explosion_size = 3
var/spread_range = 7
/obj/item/weapon/landmine/frag/trigger(mob/living/L)
spark(src, 3, alldirs)
fragem(src,num_fragments,num_fragments,explosion_size,explosion_size+1,fragment_damage,damage_step,1)
qdel(src)
/obj/item/weapon/landmine/radiation
icon_state = "radlandmine"
/obj/item/weapon/landmine/radiation/trigger(mob/living/L)
spark(src, 3, alldirs)
if(L)
if(ishuman(L))
L.apply_radiation(50)
qdel(src)
/obj/item/weapon/landmine/phoron
icon_state = "phoronlandmine"
/obj/item/weapon/landmine/phoron/trigger(mob/living/L)
spark(src, 3, alldirs)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
target.assume_gas("phoron", 30)
target.hotspot_expose(1000, CELL_VOLUME)
qdel(src)
/obj/item/weapon/landmine/n2o
icon_state = "phoronlandmine"
/obj/item/weapon/landmine/n2o/trigger(mob/living/L)
spark(src, 3, alldirs)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
target.assume_gas("sleeping_agent", 30)
qdel(src)
/obj/item/weapon/landmine/emp
icon_state = "emplandmine"
/obj/item/weapon/landmine/emp/trigger(mob/living/L)
spark(src, 3, alldirs)
empulse(src.loc, 2, 4)
qdel(src)
+4
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@@ -0,0 +1,4 @@
author: Alberyk
delete-after: True
changes:
- rscadd: "Added explosive land mines, you can get them by using an uplink."
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